121,135 Commits over 4,018 Days - 1.26cph!
Merge from prerelease
Network++
Manifest
Added floor frame socket type
Removed pillar and block sockets from floor frame building block
Reduced Sky Dome reflections to 512 to save 144 MB of vram; reflectionProbes use 3 copies for some reason
Moved unlockxp/unlocklevel to blueprint (from itemdef)
Show unlockxp on items in tech tree
Select the itemdef when selecting node in tech tree
Merge from stability-serialization
Fixed potential stability refresh close-to-infinite loop when loading old savegames
Fixed issue that prevented server savegames from loading in the editor
Merge from physics_updates
Build item icons to correct folder (!)
improved the bear rigging/skin weighting (it deforms a bit better now when going into ragdoll)
Closer to being unsucked.
Concrete wall fence textures and material
Allocation-free overlap physics queries
SocketMod_EntityCheck uses entity vis class
GamePhysics.Trace no longer tries to early-reject with a raycast (since TraceAll is now allocation-free)
Better trigger handling in AntiHack
EntityTransformNetworking check for changed positions
Fixed cupboard gibs errors
Updated CurrentVersion to 5.3.2
Added currentEntity to Raven reporter
Stopped burlap sacks from rolling around and generally being annoying as fuck
Mushrooms and hemp use load balanced LOD system
Tweaked collectable LOD ranges
Output SystemInfoGeneralText at startup, so it's availabel in crash logs
Fixed zeroed Screen.width/height breaking water code
Removed unused speedtree shader interpolator
Fixed invisible wood / stone / ore collectables (these need a proper model)
Fixed ImageEffectRedirect trying to call disabled image effects (fixes warning spam on broken / unsupported image effects)
Fixed being unable to attach square foundations to triangle foundations on the twig + wood building tiers
Fixed full frame shit being pickupable like doors
Fixed full frame shit being pickupable like doors
Wall frame building shell protection
fixed wall frame having lower health than doors
Attempt at fixing glsl eye adaptation shader on 5.3.2p1
fixed silencer and other attachments being visible while scoped
Fixed deferred path to support deferred materials
Finished standard metallic and skin (spec)
Chainlink fences ready to place prefabs
Powerplant dressing update
Finished standard-specular; second stage